A gateway to fall prevention and healthy ageing
The Healthy Bones Australia 2023 report revealed half of all fractures are occurring in adults aged 50 – 69 years.
Key Points:
- A NeuRA study indicates that enjoyable home exercise games effectively reduce falls in individuals aged 65 and above
- With one in three seniors experiencing a fall each year, scalable strategies are crucial to prevent falls and enhance overall well-being in the older population
- More than 1.2 million Australians are living with osteoporosis and the prevalence is on the rise
As our population ages, the need for effective strategies to prevent falls in older individuals becomes increasingly critical. A study by researchers at Neuroscience Research Australia sheds light on a promising solution.
The study, conducted by NeuRA researchers, underscores the prevalence of falls in individuals aged 65 and above, with one in three seniors experiencing a fall annually. Falls pose significant challenges, contributing to mobility-related disability, loss of independence and ranking as the second leading cause of unintentional injury deaths worldwide.
To address this pressing public health issue, researchers explored scalable and engaging strategies, leading them to investigate the impact of smart±step, an innovative exercise gaming system developed by NeuRA. The focus was on making exercise not only effective but also enjoyable for seniors.
Dr Daina Sturnieks, lead author of the study and Senior Research Scientist at NeuRA and UNSW Sydney, emphasised the importance of regular balance-challenging exercises in preventing falls. The challenge, however, lies in maintaining individuals’ interest over the long term.
“It was really encouraging to see that smart±step, a gaming console that anyone can enjoy at home without help from a therapist, made a big difference in preventing falls for older people,” said Dr Sturnieks.
The study involved participants aged 65 and above, living independently in the community. These people engaged in smart±step exercise games for 120 minutes per week over a 12-month period. The incidence of falls during this time was compared to a control group, which received only a public health pamphlet about fall prevention.
The results were striking – participants using smart±step showed a remarkable 26 percent reduction in falls over the 12-month period. This finding, published in Nature Medicine, highlights the potential of gamified exercises in preventing falls among the elderly.
Dr Sturnieks explained that while the best evidence for fall prevention involves balance-challenging exercises, adherence to traditional exercise programs often falters due to boredom. This led the team at NeuRA to explore the concept of gamifying balance exercises.
“People become hooked on games because they’re fun, and they get motivated to beat their high scores and get lost in the game,” Dr. Sturnieks explained.
Smart±step, connected to a TV screen, transforms exercise into an engaging gaming experience. Participants select a game, which prompts them to step on target panels on a step mat, resembling the actions of a game controller.
Beyond the physical benefits, smart±step exergames offer cognitive advantages, requiring quick thinking and mental engagement. Unlike traditional exercise programs, these games provide a two-in-one benefit – physical activity combined with cognitive challenges, promoting brain health and healthy ageing.
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